>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
SimCity 2000 FAQ
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Author/Mantainer: Imran Ghory
Copyright: (c)Imran Ghory(If you really want to copy
this, just email me so I can check you have the latest version.)
Email-address: [email protected]
Posting-Frequency: Twice a month or so.
Last updated: 1st November 1997
Version: 6.81
Abbreviations
===========
SC2K =Sim City 2000
SC2KNE =Sim City 2000 Network Edition
SCURK =Sim City Urban Renewal Kit
Index
1)Good starting pointers for SC2000.
2)How do you increase...
I)Educational Quotient
II)Life Expectancy
IIV)Land values
IV)Your money
3)How do you decrease...
I)Crime
II)Pollution
IIV)Abandoned buildings(Also how to encourage people to move in)
IV)Traffic
4)Strange but True....
I)The Nessie
II)The Maxis Man
IIV)The Helicopter
IV)First Light
V)Llamas
VI)Drought
5)Where to SC2000 city names come from ?
6)How do you find the best area to place water pumps ?
7)How high does your population have to be before you get.....(Rewards)
8)How do you get rid of the military base but keep the military ?
9)Does an advance city launch into space ?
10)Are there any cheats for SC2000 ?
I)Cheats for all platforms
II)Cheats for the Macintosh
IIV)Cheats for Windows 3.1
IV)Cheats for Windows 95
V)Cheats for DOS (floppy disk v1.0)
VI)Cheats for Sony PlayStation, 2D Game
VII)Cheats for Sony PlayStation, 3D Game
IIX)File editor to get more money(DOS)
11)Are there any cheats for SCURK ?
12)Are there any cheats for SC2KNE ?
13)SimCity 2000 building descriptions and sizes.
14)The structure of a "SC2" file.
15)Disasters
I)Fire
II)Riots
IIV)Flooding
IV)Hurricane/Tornado
V)Monster
VI)Air crash
16)SimCity 2000 download sites
17)Sim pages !
18)Who helped me with this FAQ
In between sections there is a row of "*"(asteriks) so to move from one
section to the next just search for a few asteriks and hopefully you
ought to go to the beginning of the new section, this is because some
sections such as the file structure section is very big.
**************************************************************************
***
1)Good starting pointers for SC2000.
====================================
Here are some general hints to help you get started.
I)People only build a maximum of six space away from a road.
II)People will only build if they have direct access to a powerline.
IIV)People need industry to work in before they move in to town.
**************************************************************************
***
2)How do you increase...
===================
I)Educational Quotient,
Pro-reading campaign which can help everyone to a lesser effect then
Libraries.
Build Schools which can provide up to 90 EQ, this is for 5 to 20 year
olds.
Build Colleges which can provide up to 140 EQ, this is for 15 to 25 year
olds(has slight effect on older population).
Build Libraries which provide education for all ages, but to a lesser
affect then Schools and Colleges.
Build Museums which are like Libraries but bigger, better and more
expensive.
Remember education is inherited, so if one generation is intelligent then
the next generation will start off with a higher EQ then there parents
started with.
Libraries and Museums are good as they don't have any annual cost, only
the original building cost, if you've got a spare $500 then go and find a
church knock it down and then build a library there.
II)Life Expectancy,
Select all options under Saftey & Health.
Select CPR training.
Build Hospitals but don't overdo it unless you've got too much cash.
Lower crime rate.
Improve Fire services.
Keep pollution down.
IIV)Land Values,
Select all options under Promotional.
Select Homeless Shelters.
Selecting Nuclear Free Zone raises the value of Residential land, but
lowers the value of Industrial land.
Build Parks.
IV)Your money
Raise Taxes.
Select Parking Fines.
Cut down on funding for police,fire and education services(not
recommended).
Don't ever get bonds.
For the long term invest in renewable power sources.
**************************************************************************
***
3)How do you decrease...
===================
I)Crime,
Make sure you have a good spread of police stations.
Don't have legalized gambling.
Have Anti-Drug campaign.
Have Neighborhood watch.
Refuse to have a Military zone.
If you have Arcologies make sure you have at least one Police station
near by.
II)Pollution,
Select Pollution Controls.
Build trees near industrial areas.
Select Parking fines.
Supply public transit.
Use clean Energy sources.
Raise taxes on Industries that pollute.
Build Water treatment plants.
IIV)Abandoned buildings,
(Also how to encourage people to move in)
Select Promotional options.
Improve Land Values.
Reduce crime.
Reduce Pollution.
Build Zoos.
Lower Taxes.
If it is in an Residential area make sure its close enough to an
industrial zone, the SimCitizens don't like traveling a long distances to
work.
If a zone has negative demand then make the other forms of zoning, and
see if this helps, also read the newspapers and see what people are upset
about and correct the problems.
IV)Traffic
Supply public transit.
Have parking fines.
Make residential areas closer to Industrial areas.
**************************************************************************
***
4)Strange but True....
================
I)The Nessie
I think this only appears if you have a marina,Its just a harmless
creature which is rumoured to eat boats.
II)The Maxis Man
This man files around when you have heavy pollution, perhaps he would be
better named 'Pollution Man'.
IIV)The Helicopter
This helicopter appears after you have built an airport, it tells you if
there is heavy traffic, if your feeling annoyed at it (or any other
reason) and you want to shoot it down, select the Centre Display button
and click on the Helicopter (If this does not work then click on the
square below the Helicopter) this will make the pilot say 'I'm hit' and
then he'll crash(watch out this will cause a fire).
IV)First Light
This is a magical boat captained by J.Scirica who must be magical
himself, being able to exist in several places at the same time.
V)Llamas
Perhaps its just me, or does there seem to be an obsession with Llamas,
by that I mean stuff like the Llama zoos and the Llama Dome. Anyone know
why ?
VI)Drought
This I find really strange, the SimCitizens don't die off when they don't
have water, infact they hardly mind at all, perhaps the SimCitizens don't
need water to live, but does that mean that the SimCitizens are not
human, or is it just me going paranoid again.
**************************************************************************
***
5)Where to SC2000 city names come from ?
================================
I think I've got all the cities here, if I'm missing any or you know of
any other sources email me.
Unknown Red Dwarf Blake Seven
Stars Country Krighton Blake
Oak Creek Cats Corner Villa
Mill Valley Rimmer Aurac
Eubanks Lister Serviland
Jeromi Dexter Jenna
New Boots Avon
Denmont
Petaluma
Pioneers
Harpersville
Sinistrel
Hoek Creek
Fort Verdegris
PortVille
Tent Pegs
Fortune
Washers Grove
Newton
Stimpletin
Schwinton
Ashland
Cherryton
Phippsville
Yestonia
Little Rouge
**************************************************************************
***
6)How do you find the best area to place water pumps.
========================================
Here's a table showing how the amount of water you get is affected by how
many sides of the pump are surrounded by water.
Sides Gallons Of Water Produced
0 15,000
1 36,000
2 48,000
3 54,000
4 62,000
**************************************************************************
***
7)How high does your population have to be before you get.....
==============================================
Reward Population needed
Mansion 2,000
City Hall 10,000
Statue 30,000
Military 60,000
Llama Dome 80,000
Arcologies 120,000
**************************************************************************
***
8)How do you get rid of the military base but keep the military ?
===============================================
1 Cover your military base ALL with water.
2 Raise your military land that you covered with water to at least 100
ft.
3 Level the land to sea level.
4 You Have it; and you can STILL have the military as protection to your
city
**************************************************************************
***
9)Does an advance city launch into space ?
================================
Yes and No, It works in all versions except for V1.0 and v1.01 for DOS,
To get your city to launch you need to have about 400 launch
arcologies.(This is
but a rumour to me as I've got version 1.0 for DOS)
**************************************************************************
***
10)Are there any cheats for SC2000 ?
===========================
Yes, here they are,
I)For all platforms:
•CASS – Money or a disaster (15% chance of a disaster)
•FUND – $10,000 bond (at 25% interest).
•JOKE – A joke.
II)For Macintosh:
•ARDO – $500,000.
•PIRN – Version 1.1 only.
•TOPSGUZZARDO – Version 1.1 only.
•PIRNTOPSGUZZARDO – The same as the last two combined.
•VERS – Reports version number.
IIV)For Windows 3.1:
Click on the top of the toolbar before typing these.
•OIVAIZMIR – Debug.
•GOMORRAH – Nuclear meltdown.
•BUDDAMUS – $500,000, all rewards activated.
•GILMARTIN – Military base.
•NOAH – Starts a flood.
•MOSES – Stops a flood.
•MRSOLEARY – Starts a fire.
•Click on the centering tool, then click on the copter to shoot it down.
IV)For Windows 95:
•IMACHEAT – $500,000, all rewards activated.
•PRISCILLA – Debug menu.
•GILMARTIN – Military base.
•NOAH – Starts a flood.
V)For DOS (v1.0 floppy ONLY):
•DARN – Church virus.
•HECK – Church virus.
•MEMY – Memory test.
•TEST – Tests memory.
•TORG – Version 1.1 only.
•VERS – Reports version number.
•Click on the centering tool, then click on the copter to shoot it down.
•At the beginning of a new city, type in FUND and click on YES. Type FUND
again and click on YES. Pull down the window and select BUDGET. To the
right of Bond Payments, you will see an open book. Click on it. Select
the button, ISSUE BOND and click on YES. Select the REPAY BOND button to
repay the first bond. Select the button ISSUE BOND and click on YES.
Select the REPAY BOND button to repay the second bond. Select the button,
ISSUE BOND and click on YES. Don't repay this bond, ever. This will give
you $1.4 million every year.
VI)For Sony PlayStation, 2D Game:
•MegaLoot cheat – This cheat gives you $1,000,000 to play with.
In the main Budget dialog, enter the following sequence:
While holding R1: Choose, Cancel, Triangle, Square
While holding L1: Choose, Cancel, Triangle, Square
While holding R2: Choose, Cancel, Triangle, Square
While holding L2: Choose, Square, Triangle, Cancel
•Bond Embezzlement cheat – This cheat sets all subsequent bonds to 0%
interest. Note: There is a risk to using this—this could result in fines
of up to $100,000.
In the Main Budget dialog, enter the following sequence:
While holding Triangle: L1,L2,L1,L2,R2,R1,R2,R1
•Free Tools cheat – Most (but not all) tools will be available at no cost
to the user.
Sequence: With the normal arrow cursor, select and cancel the tree tool.
Go to the status bar and do the following (making sure the cursor stays
within the status bar area) : UP, DOWN, RIGHT, LEFT, UP, ACCEPT
•Maximum Dispatch cheat – Use of any of the dispatch tools (Fire, Police,
Military) will yield the maximum number allowable within SimCity
regardless of the number of stations you have.
Sequence: With the normal arrow cursor, select and cancel the dispatch
tool. Go to the status bar and do the following (making sure the cursor
stays within the status bar area) : LEFT, RIGHT, LEFT, RIGHT, CANCEL,
ACCEPT
VII)For Sony PlayStation, 3D Game:
•Chopper – Use this sequence to display a helicopter cockpit:
R2-L2-R2-L2-R2-L2
To turn off the cockpit display: R1-L1-R1-L1-R1-L1
•Fly, Be Free! – Use this sequence to enter this mode:
R-L-R-L-R-L2-R2-START-START
or R-L-R-L-R-L2-R2-X-X
One more Start or X puts you back into drive-through.
This cheat allows you to fly around the city without being constrained to
the roads as normal. The controls in this mode are:
R1 Altitude Up
R2 Altitude Down
L1 Propel Forward
L2 Propel Backward
Up Look Up
Down Look Down
L Turn Left
R Turn Right
•City Nights – Use this sequence to cycle night and day:
Down-Up-Down-Up-Down-L2-R2
Shut off with Down-Down-Up-Up-Down-Down-L2-R2
•Fade To Black – Use this sequence to fades everything to black:
Down-Down-Down-Down-Down-Down-L2-R2
To pause the fade enter: L-L-L-L-L-L-L2-R2
Back to normal with: R-R-R-R-R-R-L2-R2
•Rand McNalley – Use this sequence to bring up a translucent city map HUD
with position indicator: R1-R2-R1-R2-R1-R2-R1-R2
Lose the HUD with: L1-L2-L1-L2-L1-L2-L1-L2
•Nugget Grab Cheat – Use this sequence to bring up a trail of golden
nuggets on the road. Collect these nuggets as you move around the city
and increase your city fund!
Sequence: Bring up the Chopper cheat 8 times (do this by turning it on
then off, leaving it on the 8th time), then the following sequence:
L2-R1-L2-R1-L2-R1-L2-R1
IIV)File editing for money
If you want to hack your save game but are a bit worried about doing it
by hand, there is a utility that can do it for you, its called SimCity
2000 Hex Edit Utility(for windows(for SC2 files)) programmed by Jerry
Moore who can be contacted at [email protected][email protected]*********
***
11)Are there any cheats for SCURK ?
===========================
•VAUDEVILLE – The Arcos start dancing !
**************************************************************************
***
12)Are there any cheats for SC2KNE ?
============================
1 Open the chat window.
2 Say to everyone "Klatu Verata Nictu"; And you will get a cheat item,
the cheat item allows you to do:
Change Item Prices
Get All Special Tiles.
All Rewards.
**************************************************************************
***
13)SimCity 2000 building descriptions and sizes.
====================================
1. Residential
A: 3x3 Buildings
I. 2 Types of Apartment
II. 2 Types of Condos
B: 2x2 Buildings
I. 1 Cheap Apartment
II. 2 Types of Apartment
III. 2 Types of Nice Apartment
IV. 3 Types of Condos
C. 1x1 Buildings
I. 3 Types of Lower Class Homes
II. 5 Types of Middle Class Homes
III. 4 Types of Upper Class Homes
2. Commerical
A. 3x3 Buildings
I. Office Park
II. Movie Theater
III. Drive-in Theater
IV. Parking Lot
V. Mini Mall
VI. Historical Office
VII. Corporate Headquarters
VIII. 3 Types of Towers
B. 2x2 Buildings
I. Shopping Center
II. Resort Hotel
III. Grocery Store
IV. Office Retail Shop
V. 6 Types of Office Buildings
C. 1x1 Buildings
I. Cassidy's Toy Store
II. Commerical Warehouse
III. Convenience Store
IV. Bed and Breakfast Inn
V. 2 Types of Small Office Buildings
VI. 2 Types of Gas Stations
3. Industrial
A. 3x3 Buildings
I. Large Industrial Factory
II. Medium Industrial Factory
III. Industrial Thingamajig
IV. Chemical Plant
V. 2 Types of Warehouses
B. 2x2 Buildings
I. Warehouse
II. Chemical Plant
III. 6 Types of Factories
C. 1x1 Buildings
I. Industrial Substation
II. Chemical Storage
III. 2 Types of Warehouses
3. City Services
A. Police Stations (3x3)
B. Fire Stations (3x3)
C. Prisons (4x4)
D. Hospitals (3x3)
4. Education
A. School (3x3)
B. College (4x4)
C. Library (2x2)
D. Museum (3x3)
5. Recreation
A. Small Park (1x1)
B. Large Park (2x2)
C. Zoo (4x4)
D. Stadium (4x4)
E. Marina (3x3)
6. Rewards
A. Mayor's House (2x2)
B. City Hall (3x3)
C. Statue (1x1)
D. Military Base (varies)
E. Ilama Dome (4x4)
F. 4 Types of Arcologies (4x4)
7. Power
A. Coal (4x4)
B. Oil (4x4)
C. Hydroelectric (1x1)
D. Gas (4x4)
E. Nuclear (4x4)
F. Wind (1x1)
G. Solar (4x4)
H. Microwave (4x4)
I. Fusion (4x4)
8. Water
A. Pipes (varies, placed underground)
B. Treatment (2x2)
C. Desalinzation (3x3)
D. Water Pump (1x1)
E. Water Tower (2x2)
9. Miscellaneous
A. Churches (2x2)
B. Roads (varies)
C. Rails (varies)
D. Tunnels (varies)
E. Subway (varies)
F. Bridges (varies)
I. Power
II. Rail Bridge
III. Highway Bridge
IV. Causeway Bridge
V. Raising Bridge
VI. Suspension
G. Bus Depot (2x2)
H. Rail Depot (2x2)
I. Substation (1x1)
J. Sub-to-Rail (1x1)
10. Ports
A: Airports
I. Runway (1x5)
II. Tarmac (1x1)
III. Small Hangar (1x1)
IV. Large Hangar (2x2)
V. Control Tower (1x1)
VI. Parking Lot (2x2)
VII. 2 Types of Buildings (1x1)
IIX. Radar (1x1)
B: Seaports
I. Pier (1x5)
II. Cargo Yard (2x2)
III. Loading Bay (2x2)
IV. Crane (1x1)
V. Warehouse (1x1)
C: Military Ports
I. Runway (1x5)
II. F-15 (1x1)
III. Top Secret Buildings (2x2)
IV. Military Control Tower (1x1)
V. Military Parking (1x1)
VI. Missile Silo (3x3)
**************************************************************************
***
14)The structure of a "SC2" file.
=======================
First of all, SimCity files are in `IFF format', which means that they
consist of an 12-byte file header followed by a series of segments. The
file header format is as follows:
Bytes 1-4: 'FORM' (indicates an IFF file)
Bytes 5-8: Total count of bytes in file, except for the first 8 bytes in
this header
Bytes 9-12: File type: in the case of SimCity 2000, 'SCDH'
Each segment has an 8-byte header:
Bytes 1-4: Type of segment
Byres 5-8: Number of bytes in this segment, except for this 8-byte header
The remaining bytes in each segment are data.
The data in most SimCity segments is compressed using a form of
run-length encoding. When this is done, the data in the segment consists
of a series of chunks of two kinds. The first kind of chunk has first
byte from 1 to 127; in this case the first byte is a count telling how
many data bytes follow. The second kind of chunk has first byte from 129
to 255. In this
case, if you subtract 127 from the first byte, you get a count telling
how many times the following single data byte is repeated. Chunks with
first byte 0 or 128 never seem to occur.
SimCity files consist of the following segment types, in order, with the
following lengths. Except as noted, segments are compressed as above,and
the length given for them is the length after uncompression; the
compressed length may vary.
Segment type Length
MISC 4800
ALTM 32768 (uncompressed)
XTER 16384
XBLD 16384
XZON 16384
XUND 16384
XTXT 16384
XLAB 6400
XMIC 1200
XTHG 480
XBIT 16384
XTRF 4096
XPLT 4096
XVAL 4096
XCRM 4096
XPLC 1024
XFIR 1024
XPOP 1024
XROG 1024
XGRP 3328
CNAM 32 (uncompressed; optional?)
Some remarks about the data in the individual segments:
ALTM: Altitude map. Uncompressed. Contains two bytes for each square.
(For our purposes, we will define `left', `right', `top', and
`bottom' by saying that squares are scanned by rows from top to bottom,
and from right to left within each row.)
Taking each two bytes as a 16-bit integer, MSB first, bits 4-0
give the altitude of the square, from 50 to 3150 feet. Bit 7
seems to be set if the square is covered with water. I do not know
what bits 15-8 and 6-5 do.
CNAM: City name. Uncompressed. Seems to be optional. When it is
present, it consists of a length byte from 0 to 31, followed by that many
bytes of city name. It is padded out to 32 bytes with zeroes.
MISC: This probably contains global information. Bytes 20-23 are the
amount of money you have as a 4-byte integer, MSB first.
XBIT: One byte of flags per square.
Bit 7: Electrically conductive?
6: Powered?
5: Piped? (i.e., permeable to water?)
4: Supplied with water?
3: ???
2: Covered with water? (i.e., part of a lake, river, or ocean?)
1: ???
0: Does placing water here give salt water?
XBLD: One code byte per square, describing what's on it. (In general,
to put a building or whatever up and have a consistent resultant
simulation, you have to do a lot more than change this array.)
The codes in this list are in hexadecimal.
Non-buildings:
00: Clear terrain (empty)
01-04: Rubble
05: Radioactive waste
06-0C: Trees (density increases as code increases)
0D: Small park (set XZON as for a 1x1 building)
0E-1C: Power lines (various directions, slopes) The difference X between
the code and 0E, the first code, tells what direction(s) and slope the
power line takes.
X (in hex) Direction
0 Left-right [for definition of directions, see note with
ALTM]
1 Top-bottom
2 Top-bottom; slopes upwards towards top
3 Left-right; slopes upwards towards right
4 Top-bottom; slopes upwards towards bottom
5 Left-right; slopes upwards towards left
6 From bottom side to right side
7 Bottom to left
8 Left to top
9 Top to right
A T junction between top, right and bottom
B T between left, bottom and right
C T between top, left and bottom
D T between top, left and right
E Intersection connecting top, left, bottom, and right
1D-2B:
Roads (various directions, slopes; same coding as for 0E-1C) 2C-3A:
Rails (various directions, slopes; same coding as for 0E-1C) 3B-3E: More
sloping rails. These are used as preparation before ascending. The 2C-3A
rail codes are used on the actual sloping square. This is why rails
don't look right when ascending a 1:1 grade.
3B: Top-bottom; slopes upwards towards top
3C: Left-right; slopes upwards towards right
3D: Top-bottom; slopes upwards towards bottom
3E: Left-right; slopes upwards towards left
3F-42: Tunnel entrances
3F: Tunnel to the top
40: Tunnel to the right
41: Tunnel to the bottom
42: Tunnel to the left
43-44: Crossovers (roads/power lines)
43: Road left-right, power top-bottom
44: Road top-bottom, power left-right
45-46: Crossovers (roads/rails)
45: Road left-right, rails top-bottom
46: Road top-bottom, rails left-right
47-48: Crossovers (rails/power lines)
47: Rails left-right, power lines top-bottom
48: Rails top-bottom, power lines left-right
49-4A: Highways (set XZON as for a 1x1 building)
49: Highway left-right
4A: Highway top-bottom
4B-4C: Crossovers (roads/highways; set XZON as for a 1x1 building)
4B: Highway left-right, road top-bottom
4C: Highway top-bottom, road left-right
4D-4E: Crossovers (rails/highways; set XZON as for a 1x1 building)
4D: Highway left-right, rails top-bottom
4E: Highway top-bottom, rails left-right
4F-50: Crossovers (highways/power lines; set XZON as for a 1x1
building)
4F: Highway left-right, power lines top-bottom
50: Highway top-bottom, power lines left-right
51-55: Suspension bridge pieces
56-59: Other road bridge pieces
5A-5B: Rail bridge pieces
5C: Elevated power lines
5D-60: Highway entrances (on-ramps)
5D: Highway at top, road at left OR highway at right, road at bottom
5E: H right, R top OR H top, R right
5F: R right, H bottom OR H left, R top
60: R left, H bottom OR H left, R bottom
61-69: Highways (various directions, slopes; 2x2 tiles; XZON should be
set as for a 2x2 building)
61: Highway top-bottom, slopes up to the top
62: Highway left-right, slopes up to the right
63: Highway top-bottom, slopes up to the bottom
64: Highway left-right, slopes up to the left
65: Highway joining the bottom to the right
66: Highway joining the bottom to the left
67: Highway joining the left to the top
68: Highway joining the top to the right
69: Cloverleaf intersection connecting top, left, bottom and right
6A-6B: Highway bridges (2x2 tiles; set XZON as for a 2x2 building.)
This is a reinforced bridge. Use 49/4A for the `Hiway' bridge.
6C-6F: Sub/rail connections (set XZON as for a 1x1 building)
6C: Sub/rail connection, rail at bottom
6D: Sub/rail connection, rail at left
6E: Sub/rail connection, rail at top
6F: Sub/rail connection, rail at right
Buildings:
Residential, 1x1:
70-73: Lower-class homes
74-77: Middle-class homes
78-7B: Luxury homes
Commercial, 1x1:
7C: Gas station
7D: Bed & breakfast inn
7E: Convenience store
7F: Gas station
80: Small office building
81: Office building
82: Warehouse
83: Cassidy's Toy Store
Industrial, 1x1:
84: Warehouse
85: Chemical storage
86: Warehouse
87: Industrial substation
Miscellaneous, 1x1:
88-89: Construction
8A-8B: Abandoned building
Residential, 2x2:
8C: Cheap apartments
8D-8E: Apartments
8F-90: Nice apartments
91-93: Condominium
Commercial, 2x2:
94: Shopping center
95: Grocery store
96: Office building
97: Resort hotel
98: Office building
99: Office / Retail
9A-9D: Office building
Industrial, 2x2:
9E: Warehouse
9F: Chemical processing
A0-A5: Factory
Miscellaneous, 2x2:
A6-A9: Construction
AA-AD: Abandoned building
Residential, 3x3:
AE-AF: Large apartment building
B0-B1: Condominium
Commercial, 3x3:
B2: Office park
B3: Office tower
B4: Mini-mall
B5: Theater square
B6: Drive-in theater
B7-B8: Office tower
B9: Parking lot
BA: Historic office building
BB: Corporate headquarters
Industrial, 3x3:
BC: Chemical processing
BD: Large factory
BE: Industrial thingamajig
BF: Factory
C0: Large warehouse
C1: Warehouse
Miscellaneous, 3x3:
C2-C3: Construction
C4-C5: Abandoned building
Power plants:
C6-C7: Hydroelectric power (1x1)
C8: Wind power (1x1)
C9: Natural gas power plant (4x4)
CA: Oil power plant (4x4)
CB: Nuclear power plant (4x4)
CC: Solar power plant (4x4)
CD: Microwave power receiver (4x4)
CE: Fusion power plant (4x4)
CF: Coal power plant (4x4)
City services:
D0: City hall (3x3)
D1: Hospital (3x3)
D2: Police station (3x3)
D3: Fire station (3x3)
D4: Museum (3x3)
D5: Big park (2x2) [No electricity required]
D6: School (3x3)
D7: Stadium (4x4)
D8: Prison (4x4)
D9: College (4x4)
DA: Zoo (4x4)
DB: Statue (1x1)
Seaports, airports, transportation, military bases, and more city
services:
DC: Water pump (1x1)
DD-DE: Runway (1x5)
DF: Pier (1x5)
E0: Crane (1x1)
E1-E2: Control tower (1x1)
E3: Warehouse (for seaport)
E4-E5: Building (for airport) (1x1)
E6: Tarmac (1x1)
E7: F-15b (1x1)
E8: Small Hangar (1x1)
E9: Subway station (1x1)
EA: Radar (1x1)
EB: Water tower (2x2)
EC: Bus station (2x2)
ED: Rail station (2x2)
EE-EF: Parking lot (2x2)
F0: Loading bay (2x2)
F1: Top secret buildings (2x2)
F2: Cargo yard (2x2)
F3: Mayor's house (2x2)
F4: Water treatment plant (2x2)
F5: Library (2x2)
F6: Large hangar (2x2)
F7: Church (2x2)
F8: Marina (3x3)
F9: Missile silo (3x3)
FA: Desalination plant (3x3)
Arcologies:
FB: Plymouth arcology (4x4)
FC: Forest arcology (4x4)
FD: Darco arcology (4x4)
FE: Launch arcology (4x4)
FF: Braun Llama-dome (4x4)
XTER: One code byte per square. Tells whether there is land or water in
the square and how the terrain slopes. To describe here how terrain
slopes, we write four numbers in a square:
a b
c d
Here, a, b, c and d are the relative heights of the corners of
the square.
Codes in hex:
00-0D: Dry land, with various slopes:
00: 00 01: 11 02: 01 03: 00 04: 10 05: 11
00 00 01 11 10 01
06: 01 07: 10 08: 11 09: 01 0A: 00 0B: 00
11 11 10 00 01 10
0C: 10 0D: 11
00 11
0E-0F: Unused?
10-1D: Slopes as for 00-0D. However, instead of being dry land,
the square is totally submerged in water.
1E-1F: Unused?
20-2D: As for 10-1D, but the square is submerged only to a level
slightly less than height 1, so that for e.g. square type
21
the square to the top would probably be dry land.
2E: Unused?
2F: Unused?
30-3D: As for 20-2D, but the square is not submerged at all;
it just has water on its surface, as when you place it by
the `water' tool in SimCity 2000. It is still true that
for e.g. square type 31, the square to the top would be
dry land and the other adjacent squares water.
3E: Waterfall.
3F: Unused?
40: Surf. water `canal', running left-right. Land at top and
bottom.
41: Surf. water `canal', running top-bottom. Land at left and
right.
42: Surf. water `bay', open to the bottom. Land at left, top &
right.
43: Surf. water `bay', open to the left. Land at top, right &
bottom.
44: Surf. water `bay', open to the top. Land at left, right &
bottom.
45: Surf. water `bay', open to the bottom. Land at top, left &
right.
46-FF: Unused?
XUND: One code byte per square. Tells what's in the square under the
ground.
Codes in hex:
00: Nothing
01-0F: Subway, various directions & slopes (coded as for XTER, codes
0E-1C)
10-1E: Pipes, various directions & slopes (coded as for XTER, codes
0E-1C)
1F: Pipe/subway crossover: pipe top-bottom, subway left-right
20: Pipe/subway crossover: pipe left-right, subway top-bottom
21-22: ???
23: Sub/rail or subway station
24-FF: Unused?
XZON: One byte per square. Bits 7, 6, 5, and 4 should be set at the
upper left, lower left, lower right, and upper right corners of a
building. For a 1x1 building, of course, all these bits should be set at
the location of the building. Bits 3-0 code the zoning for the square,
as follows:
0: None
1: Light residential
2: Dense residential
3: Light commercial
4: Dense commercial
5: Light industrial
6: Dense industrial
7: Military base
8: Airport
9: Seaport
10-15: Unused?
**************************************************************************
***
15)Disasters
==========
The first thing I have to say is for any disaster, as soon as it occurs
pause the game and then move into a better position to see the disaster,
you cannot stop what you cannot see.
Some disasters can not be forced to occur, such as pollution clouds and
electrical strike on buildings, so they have not been included, as
methoods can not be tested very well on those.
I)Fire
This is caused by nearly every other disaster, there is one quick
solution to it, destroy everything that is directly next to the fire,
including rubble and then just put fire fighters around the fire, or if
there is antoher disaster nearby just leave the fire to die out of its
own accord. Although the technique is a little drastic, it works and it
will only really destroy buildings that would have been destroyed if the
fire had continued.
When attempting to put out a large fire, after doing the above, then use
firemen and the police starting from the centre fo the fire, as that way
they can reach the largest area of fire.
II)Riots
To start with use the building layer button so your buildings will
disappear, then put police on any road junctions the rioters are near,
then place police in between the rioters, then surround each group of
rioters with 4 fire fighters or police or even both, this will stop them
from moving and it will stop them from causing fires, if some do manage
to create fires before you can surround them, use the above mentioned
technique for fire protection so all your fire fighters and police will
be free to deal with the rioters.
IIV)Flooding
First of all place firemen and policemen so they build a wall between the
flood and your important/expensive buildings then you can either destroy
any buildings near the flood and replace them with a lot, and I mean a
lot of trees, this will not stop the flood but it will slow/weaken the
flood, so if you have a few rows of trees it will block most floods, or
you can just raise land that is near the area of sea the flood is coming
from, so the water will just hit the hill and won't be able to go over
it.
While doing either of the these techniques you can throw any spare
firemen/police in the way of the flood to slow down the immediate flow.
IV)Hurricane/Tornado
I don't think its possible to stop either of these directly.
V)Monster
I've found no 100% effective way of stopping one, but I'm sure there is a
way and hopefully by the time the next version of this FAQ has come out I
will know how to stop the monster from devastating your city.
VI)Air crash
This is easy get ready with the fire fighters , just cover the area you
expect it to crash in with firemen and policemen, if this fails then just
use the normal fire prevention.
**************************************************************************
***
16)SimCity 2000 download sites
========================
Here are some good download sites,
ftp.maxis.com/pub/maxis/simcity2000/
**************************************************************************
***
17)Sim pages !
============
Here are some sites I have found along my travels,
http://www.borg.com/~naughton
http://bvsd.k12.co.us/~clarkj/home97.html
http://ww.geocities.com/SiliconValley/Heights/6074/
http://www.inforamp.net/~sakhrani/simpage.htm/
http://www.sos.net/~we6/simeverything/
**************************************************************************
***
18)Who helped me with this FAQ
=========================
Thanks to,
Maxis( http://www.maxis.com ), for the games
Rockodog, for the tables in the SC2K section.
(Check out his page at http://rockodog.home.ml.org its excellent .IMHO)
Jerry Moore, who sent me the structure of a "SC2" city file.
WarlockofMind, Who sent me building names and sizes.
Everyone else who's reading this FAQ
--
This FAQ has been bought to you by the one and only,
Imran Ghory
Any more info you want to see added here just email me at,
[email protected]